PenicillinX57

Speed and Gameplay Mechanics

Speed and Gameplay Mechanics

Hey everybody, I've just discovered Sins and am quite interested in what I'm hearing about it! However, I'd like to know a little bit more about how the game actually plays. I know it involves building a giant galactic empire and crushing your enemies (like any good strategy game) but there are some specific genre trends that I'm hoping Sins can kick.

Specifically, how detailed is the base building and the mechanism for managing it? Are the bases going to be built like they are in RTS games (Starcraft, Total Anihilation, etc), or will they be managed more like a turn based empire game (Civilization, GalCiv, etc.)? One thing that I find is that the base-building in typical RTS games is usually more robust, but comes at the price of having to be babysat. To build a base you have to select a "builder" unit, give it an order, and then place the buildings one by one. In games like Total Annihilation (or the upcoming Supreme Commander) this quickly turns into an exercise in frustration, because you're juggling what "builder" units are working on what projects. Oftentimes, your builder units just sit idle because you're too busy to give them new orders!

I far prefer the base building system found in turn-based games. You have a screen dedicated to that base and simple commands for how to allocate the resources of that base at any given time. You don't have to hunt for builder units, and you don't have to constantly give them new orders. You just tell your base what you want, and the virtual citizens make it happen. For fine economic control you can set toggle bars for how much of your budget is going to production, how much to research, and how much to economic expansion.

Where does Sins fall in this regard? Is the gameplay a fast click-fest ala Supreme Commander? Is it a real-time GalCiv2 with awesome tactical battles? Or is this something completely different?

Either way, it's looking awesome and I'll probably be signing up for the beta, so keep up the good work!
73,271 views 34 replies
Reply #26 Top
In usual RTS games that can be a structure, in a game like Sins it can be automated planetary defense that can exist (not even built) at the moment a colony is started.

exactly, just put a peashooter on top of the first building you get and your already finished.
Reply #27 Top
Where would these defenses come from though, i mean they cant just appear(though that would be nice). No i think that if you want a colony defended just station a few ships while its economy gets going. Or you could always reason with someone, this game does have diplomatic options.
Reply #28 Top
Or, there could be some kind of option to enable a rule so that no one can rush or attack another player within a certain amount of time, kinda like the one if GC2:DA. You have to wait a week after declaring war to attack. Of course that has to be voted on by the United Planets. I'm just saying though something like that could be made. The downside would be no surprise attacks that can devistate your enemy very quickly.
Reply #29 Top
The devs will have to find a balance, its hard to put time restriction on tactical orders inside an RTS.
Reply #30 Top
just have a small gun outside your first planet, not that hard...
Reply #31 Top
Yea... but a small gun might not do that well against a frigate, thats the earliest class i think.
Reply #32 Top
Hoping the fights are gonna last longer then in pure RTS games/battles...

Mostly I would like to see that a fight consists out of more then pressing CTRL-A and then focus firing on one ship.

Longer fights, capital ships pounding away on each other for sometime would be nice. (gives us the a time to enjoy the light show)

Gonna be hard finding that sweet spot ofcourse. Ya want bombers to be effective vs some bigger vessels but not made into swarm type(zerg)type unit thats used to blow away expensive capital ships.

Ofcourse you can deploy fighters in those situations but then again, zerg enough and enough will get through. Combined with research options and customizing ships its gonna be a pain to get it just right. Paper, rock, scissors, but hopefully and probably with alot more variables then just those three

As said above, its a thing the dev's will have to balance, the beta will hopefully help with that.

As players always find ways of screwing with stuff up that wasn't intended.
Reply #33 Top
Yea... but a small gun might not do that well against a frigate, thats the earliest class i think.

something enough to avoid early harasment.
As players always find ways of screwing with stuff up that wasn't intended.

damn players...
Reply #34 Top
Hehehe....

Well the battles are granted to last longer. And the swarming technique of bombers could be counteracted with fighters, or flak-like cannon abilities which will get rid of them easily. Many capital ships have these, and fighter compartments so you should be fine.